Phoenix

Phoenix

At the merging of the Curving Stream and Delain Tribute lies Phoenix, once a city of over 120,000 people. Phoenix has always revolved around guilds. Every Phoenixian worth their salt belonged to one of the influential guilds of the city. Guilds were legally allowed to kill unlicensed professionals who fell under their jurisdiction if those individuals refuse a position within the guild. As a result, being blacklisted from a guild generally meant a move to a new city or a change in profession. Strangely, even the thieves of Phoenix had an official guild. In actuality, “thieves” kept the streets clean acting as a police force, assuming that a sum of protection money was paid to them.

Spellcasters had a special place in the guild system. Sorcerers and wizards registered with the Mage’s Guild in order to be able to cast spells legally, but clerics, even those of the Titans, could cast freely. Because full members of the Mage’s Guild were required to create a certain number of magical items for sale every year, Phoenix had a booming trade in magical items. Arcane scrolls, potions, and magical items could generally be bought in Phoenix for as much as 10% below market price.

The Thief’s Guild oversaw the day to day business of the city and, with the assistance of the clerics, arbitrated any disputes between the guilds. The laws of the city fluctuated based on what guild a person belonged to. Non-guild members in the city fell under the Thief’s Guild jurisdiction leading to a high pickpocket rate in Phoenix for people without guild membership.

There was an Adventurer’s Guild in Phoenix. The members were simple individuals for the most part who hired themselves out to the highest bidder. Groups of six or more adventurers could be hired for contracts, although prices were steep. There was a ill-defined barrier between the Mercenary’s Guild and the Adventurer’s Guild as to the proper jurisdictions of each. This disagreement sparked street-fighting in the past and could’ve led to a civil war if external threats didn’t unite the guilds.

During the Second Alliance War Phoenix became a point of contention for the Xorians and the Alliance. The Xorians besieged the city for two years and devastated the countryside in the process. Eventually the city was taken by a dragovinian assault with heavy losses on both sides. The Adventurer’s Guild was wiped out. Many of the mercenaries fought on to the last while the guild leaders of Phoenix escaped. Those who surrendered were given the choice of turning to dragovinians. Many accepted this offer. The two headmasters of the Mercenary’s Guild, Gradorian and Junai, escaped.

The Mage’s Guild and the rights of clergy were upset by the Xorian takeover of Phoenix. All resident clerics of the Olympian pantheon were given a choice, convert to Dragoviniysm or face execution. Most of the clerics chose to die rather than betray their gods. The members of the Mage’s Guild were given a similar choice, but they accepted. The majority of the mage journeymen were turned into dragovinians to become the new elite of Phoenix.

The dragovinian hierarchy didn’t last long. A few months after Xorians conquered the city a new force attacked. Poseidon‘s combined forces entered the Second Alliance War with a two-pronged attack against the Xorian Kingdom and the Second Alliance. The attack against Bradel Fields failed, but the invasion of Phoenix succeeded. The city was flooded and occupied by merfolk and other aquatic races. The dragovinian and Xorian defenders died or abandoned the city.

Phoenix remains a water-logged shadow of its former glory. All but the tallest buildings are submerged in a massive lake formed by Poseidon’s magic. Most of the original inhabitants of Phoenix perished in the Battle of Phoenix, the cruel occupation by the Xorians, and the sea god’s flood. Those that remain are spread throughout Cimmeria with larger concentrations in Jipangu and Mo’nyoq.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

83 – Call of Cthulhu's Garden (Hem and The Sprouting) Setting the Stage, Campaigns for D&D and Other RPGs

Hem tells us about their actual play campaign, The Sprouting. Within the world of The Sprouting, Earth's history diverged during the 1800s when an eldritch horror was summoned into our reality. The horror lay in wait for centuries, building up a secret army of plant monsters. In 2020, the plant monsters struck, ruining infrastructure and attacking population centers across the world. One hundred years have passed and our heroes learn that the next stage of the plant apocalypse has begun…We also discussed some of the difficulties and pleasures of actual play podcasts and how the RPG community varies internationally (Hem is in Iceland).If you want to try listening to The Sprouting its available on all major podcast platforms. You can learn more on The Sprouting's website.For other shows produced by Hem check out Blighthouse Studio's website.Hem mentioned The Lucky Die actual play show of theirs several times which used D&D 5e.And the broader network of Fable and Folly has their website too.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  2. 82 – Tarot Ghosts (George and Fears & Fortunes)
  3. 81 – Biopunk 2287 RPG (Seiya and Synesthesia Synthetica)
  4. 80 – Dynamic RPG Countries (Travis and Tetara)
  5. 79 – Dragon Age Degenerates (Zoe from Degenerates with Dice)